package deconstruction.deconTable;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.Container;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.ItemStack;

public class InventoryDeconstructInput implements IInventory
{
	 private Container eventHandler;
	
    /** A list of one item containing the result of the crafting formula */
    private ItemStack[] stackResult = new ItemStack[1];

    public InventoryDeconstructInput(Container par1Container)
    {
    	this.eventHandler = par1Container;
    }

	/**
     * Returns the number of slots in the inventory.
     */
    public int getSizeInventory()
    {
        return 1;
    }

    /**
     * Returns the stack in slot i
     */
    public ItemStack getStackInSlot(int par1)
    {
        return this.stackResult[0];
    }

    /**
     * Returns the name of the inventory.
     */
    public String getInvName()
    {
        return "EnchantSlot";
    }

    /**
     * If this returns false, the inventory name will be used as an unlocalized name, and translated into the player's
     * language. Otherwise it will be used directly.
     */
    public boolean isInvNameLocalized()
    {
        return false;
    }

    /**
     * Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a
     * new stack.
     */
    public ItemStack decrStackSize(int par1, int par2)
    { if (this.stackResult[par1] != null)
    {
        ItemStack itemstack;

        if (this.stackResult[par1].stackSize <= par2)
        {
            itemstack = this.stackResult[par1];
            this.stackResult[par1] = null;
            return itemstack;
        }
        else
        {
            itemstack = this.stackResult[par1].splitStack(par2);

            if (this.stackResult[par1].stackSize == 0)
            {
                this.stackResult[par1] = null;
            }

            
            return itemstack;
        }
    }
    else
    {
        return null;
    }
    }

    /**
     * When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem -
     * like when you close a workbench GUI.
     */
    public ItemStack getStackInSlotOnClosing(int par1)
    {
        if (this.stackResult[0] != null)
        {
            ItemStack itemstack = this.stackResult[0];
            this.stackResult[0] = null;
            return itemstack;
        }
        else
        {
            return null;
        }
    }

    /**
     * Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
     */
    public void setInventorySlotContents(int par1, ItemStack par2ItemStack)
    {
        this.stackResult[0] = par2ItemStack;
    }

    /**
     * Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended. *Isn't
     * this more of a set than a get?*
     */
    public int getInventoryStackLimit()
    {
        return 64;
    }

    /**
     * Called when an the contents of an Inventory change, usually
     */
    public void onInventoryChanged() {
    	this.eventHandler.onCraftMatrixChanged(this);
    }

    /**
     * Do not make give this method the name canInteractWith because it clashes with Container
     */
    public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer)
    {
        return true;
    }

    public void openChest() {}

    public void closeChest() {}

    /**
     * Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot.
     */
    public boolean isItemValidForSlot(int par1, ItemStack par2ItemStack)
    {
        return true;
    }
}
